Hey guys!
Expect the next Pure Onyx release tomorrow night! There will also be a XXXIV update early next month -- we're making headway in quite a few areas there :D.
As for the PO release, the two major features we're adding are traps/environment-based damage, and with some luck the first iteration of the dodge ability for Onyx.
We have a lot of new character artwork progress to go over this month! Demonu has completed the Splicer FK-Doll sculpt, and Kame has started on the futa variant. Kame has also made a lot of progress on the police boss sculpt that was originally started by Limbo a while back. In addition, we have animation concepts from Limbo for the police boss, as well as new equipment concepts for Malise :D.
Check it all out below!
Topics for this Update!
Tentative Changelog (** indicates items added or being added since the August 24 Inner Circle test release):
H Scenes
Combat
Stage
Enemies
Performance / Optimization
UI


Demonu has finished up the Splicer FK-Doll sculpt!
For this iteration, he completed the boots, gloves, jacket, and armpads, as well as added details to the bikini and hat. He also remodeled sections of the hair, especially the back.
Next he'll be working on the futa variant!

Here's an early preview of the futa variant of the Splicer female design! This design will feature a bodysuit and different heels, at the least. The colors are currently placeholders.
If possible, I'd like to make Oh Long Johnson here flop around with physics to a greater degree as the bodysuit becomes torn from combat.
As with the bunny girl enemy, this version can be disabled via the content filter in Options.


AltairPL has been working primarily on requirements and early setup of the visual equipment system this month. We must consider a lot of things that most games don't have to :D. With this in mind, I kickstarted Limbo on getting Malise's potential equipment designs ready so that we can scope out problem areas early. We'll likely move onto Neon after Limbo completes the final set.
Check out the sheets for each set above in full resolution!

Kame has picked up where Limbo left off on the Police Boss sculpt a long while back! This character was very advanced for us at the time and sort of fell by the wayside with everything else going on.
Kame has gotten a lot of experience with hard surface sculpting, so he's gone over all of Limbo's old work and cleaned it up + finished most of the remaining components. Expect a final version next month!



Here's a girthy set of combat animation concepts from Limbo for the police boss!
Next month we'll go into more detail about the arena design and unique features of the boss battle. You can deduce some of them if you look at these closely enough, but it's something else seeing them in action :D.

A large effort this month has been adding the framework for traps and environment-based damage. The attack system has been expanded to allow for attacks from non-characters, damage-over-time, and a lot of kinks have been worked out for enemy agro, friendly fire, and how enemies respond to environment / trap based attacks.
We focused on two examples. The first is the explosive barrel. This is, at least for now, generally more of a boon to the player as only Onyx is able to trigger its detonation. Upon being damaged, the barrel begins a pre-detonation timer, after which it explodes, hitting anyone (including enemies) nearby. Afterward, damaging fire persists on the ground for a time. This can be used to help take out packs of enemies.
The second trap we've added is a pyrotechnic trap in the Red-Light test stage. We're working on two versions of this. One triggers on Onyx's proximity, while the other is timed.
Just in these two examples we've knocked out a significant portion of the code needed for most traps planned for the game :D!

With the implementation of traps and environment-based damage, we're hoping to have the first version of Dodge added by the end of the month!
One possible limitation of this iteration is based on whether we can cleanly update input processing during stun states by the end of the month. Translation: you'll be able to dodge out of the "Hit" pose, but maybe not by the end of the month.
Here's a list for Dodge's requirements:
I spent a few days doing another pass on what the final control layout will look like, including on elements we haven't added yet such as temporary weapons (melee and ranged), and potential additional player characters. One of the breakthroughs there was to merge Defend with Dodge, as it opens up a lot of room for improvements. We're looking at the following:
These changes may not all be implemented by the end of the month! I'll be sure to list the ones that do make it in the changelog.